Steel Dancer Conclave (5e Subclass)
From D&D Wiki
Steel Dancer Conclave[edit]
Ranger Conclave
Walking the way of the blade dancer means preferring finesse over brute strength. It means dodging and diving through waves of foes, slicing each one down. It means acrobatically dancing around a giant's punches before felling it. It means wielding two blades at the same time.
- Conclave Spells
You gain conclave spells at the ranger levels listed:
Ranger Level | Spells |
---|---|
3rd | zephyr strike |
5th | blur |
9th | haste |
13th | freedom of movement |
17th | steel wind strike |
- Gracious Movements
Starting at 3rd level, while not wearing armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
In addition, you gain proficiency in the Acrobatics and Performance skills, if you don't have already. Starting at 7th level, you now add twice your proficiency bonus in checks made with these skills.
- Agile Fighter
Your fighting style looks more like a dance than a battle. You move nimbly between enemies, avoiding their strikes. Starting at 3rd level, while you are not wearing medium armor, heavy armor or shield, you gain the following benefits:
- You can use your Dexterity modifier, instead of Strength, for attacks and damage rolls made with melee weapons that lack the heavy and two-handed property.
- Whenever you are hit by an attack or forced to make a Dexterity saving throw, you can use your reaction to add +2 to your AC or +4 to the save, potentially turning that hit into a miss.
- When engaged in two-weapon fighting, you can use your reaction to make the additional attack, rather than an action.
- When you take the Dash, Dodge, Disengage actions, or make an attack with a weapon that lack the heavy property, you can make another attack with that weapon as a bonus action.
- Combat Magic
Starting at 7th level, once in each of your turns, when you hit a creature with an attack, you can cast a spell that has the casting time equal to a bonus action, using a reaction instead.
- Dance Mastery
Starting at 11th level, you reach the complete control over a style of dance. You gain of the following features:
- Dance of Death. Once per turn, when you hit a creature that is under half its maximum amount of hit points, you cause additional 3d6 damage on a hit. In addition, if your attack causes a creature Large sized or lower to be reduced to a number of hit points equal to your Ranger level, that creature is decapitated (if possible) killing it instantly.
- Dance of Wind. Whenever you successfully avoid an attack or succeed a saving throw using your Agile Fighter feature, you can make an attack against a creature within 5 feet and move up to half your movement speed without provoking opportunity attacks.
- Dance of Vengeance. When you are hit by an attack from a creature within 5 feet, you can use your reaction to cause half that damage to the attacker. The damage type is the same of your weapon's type.
- Master of the Dance
You finally understand the true meaning of the steel dance. At 15th level, whenever a creature makes an attack against you, you can make a Dexterity saving throw against the result of the attack. On a success, the attack misses.
Alternatively, you can use this feature whenever you are forced to make a Dexterity saving throw that causes damage to be halved on a success. If you do, you take no damage on a success, or half damage on a failure.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses